Letter to Citadel Library



  • Librarians,

    I've taken it upon myself to chronicle the history of the Children of Moradin within Arabel and Cormyr, and present a tome covering such to you. I ask you copy it and ensure the history of our people isn't forgotten with time.

    I recommend the title "History of the Children of Moradin".

    Freya Farthrow

    ((Splitting up into multiple parts because of forum size limits))



  • Overview
    Herein you shall learn much of our gods and our culture. Let all who read it, be they dwarven or non-dwarven, understand dwarven lore and appreciate our rich heritage.

    Chapter I: The Morndinsamman

    Moradin, the All-Father, is the leader of the Morndinsamman and divine father of all dwarves. He oversees crafting, the dwarven race, protection of the race as a whole and wages wars against enemies of dwarvenkind. The tenets of Moradin are to honor Moradin as we honor our clan leaders, to found new kingdoms, clan lands and lead dwarves according to Moradin's traditions.

    Berronar Truesilver, the Revered Mother, is wife to Moradin and divine mother of all dwarves. She stands for protection of young dwarves, loyalty, watching over marriages and unity of dwarven clans. Her tenets are to protect young dwarves, to never break oaths, never succumb to greed and draw strength of spirit from dwarven law, traditions and homes.

    Gorm Gulthryn, the Eternally Vigilant, is the god of dwarven vigilance and guardianship of dwarven holds. He stands for vigilance, protection of dwarven homes, kingdoms and lands and defense as a whole. His tenets are to protect dwarven children, to always be vigilant and alert and to be prepared to sacrifice one's self to ensure the community survives.

    Clangeddin Silverbeard, the Father of Battle, is the god of honorable combat, valor and battle itself. He stands for valor, honor in battle and waging war against giants and giantkin. His tenets are to always be honorable in combat, to always defend kin, never falter in adversity, enjoy the challenge of a good fight and to always attack evil giants, prioritizing hill giants.

    Vergadain, the Merchant King, is the god of commerce and trade. He stands for negotiation, trading and wealth gained from such. His tenets are to always work hard, treat others with respect, seek the best bargain and to spend ones riches, encouraging further trade.

    Dumathoin, the Silent Keeper, is the god of the dwarven dead, mining and underground exploration. He stands for protection of the dwarven dead, oversight of mining and subterraean exploration. His tenets are to seek his hidden gifts beneath the surface, to keep dwarven tombs and other places of rest safe and well tended, and to assault undead, priortizing dwarven undead.

    Haela Brightaxe, the Luckmaiden, is the goddess of chaotic battle and luck. She stands for battle, slaying evil monsters and enjoying combat itself. Her tenets are that of enjoying chaotic combat, hunting evil monsters, sparing foes who abide by codes of honor, while punishing the treacherous, liars and honorless.

    Shandrilar, the Shining Dancer, is the goddess of fertility, romance and healing. She stands for romantic courting, salvation, mercy and dominion over animal husbandry. Her tenets are to always be merciful in speech and deed, to ensure the children of Moradin are always safe and able to propagate and always celebrate life to its fullest.

    Dugmaren Brightmantle, the Wandering Tinker, is the god of invention, knowledge and scholarship. He stands for innovation, discovery and constant improvement of all aspects of dwarven craftsmanship and knowledge. His tenets that the world's secrets are waiting to be revealed, that the inquisitiveness of the young should be cultivated, that lost knowledge should be sought and to encourage experimentation for sake of it.

    Marthammor Duin, the Watchful Eye, is the god of wanderers and dwarves exploring the world outside clanholds. He stands for exploration, travelling in general and guiding lost wayfarers. His tenets are to encourage leaving safety of clanholds for exploration, spreading the teachings of the Morndinsamman to non-dwarves, helping other wanderers and sojourners and to discover the wisdom of the world in exploration.

    Thard Harr is the god of survival and hunting. Little information is known about him, past loremasters believing he holds patronage and dominion over green-colored, wild-like dwarves in the jungles of Faerun. Information about his tenets are sparse and believed to encourage goodly pursuits towards hunting.

    Abbathor, the Trove Lord, is the god of greed and theft. He stands for wealth at any costs, thieving and working in shadows. His tenets are that greed is beneficial, and that dwarves should take all of Toril's riches by any means necessary, while forbidding thieving from the Morndinsamman's followers or fellow faithful of Abbathor.

    Chapter II: Dwarven Races

    Moradin gave the Gift of Life to more than simply shield dwarves. Moradin's Children exist in more forms than one.

    Gold dwarves are the most populous dwarven population along the south of Faerun. Their people did not have as many orcan incursions as other races did, yet their struggles were no less insignificant. Gold dwarves are naturally more adept at fighting aberrations and serve as experts on the subject in most cases. It is said that the Silent Keeper, Dumathoin, is the racial patron of the gold dwarves as decreed by All-Father Moradin.

    Shield dwarves are the dwarves most commonly encountered by non-dwarves. We live in the mountains and tunnels of Faerun and have quite expansive kingdoms and clanholds. We are the most experienced in fighting snouts due to their inability to learn lessons from challenging the children of Moradin. We shield dwarves proudly claim Clangeddin Silverbeard, the Father of Battle, as our racial patron.

    Wild dwarves, also known as the Dwarves of Green, are dwarves that are largely found in the jungles of Chult and are difficult to approach. They are strange, said to greatly dislike tunnels and craftmanship as a hobby. We know little about them, and most loremasters agree that given what we know about Thard Harr, he favors them.

    Arctic dwarves are dwarves that live in the northern regions of Faerun, in polar regions. They are said to have an unusual appearance, resembling dwarf-sized frost giants. Like wild dwarves, they are said to eschew craftsmanship and express a dislike of tunnels and hold immunity to cold, much like frost giants. It is unknown if any of the Morndinsamman are claimed by them as a racial patron.

    Duergar are treacherous traitors who betrayed shield dwarves many generations ago and aided in the downfall of Shanatar, our greatest kingdom. They are grayskinned scum and not fit for anything other than being target practice for dwarven siege weaponry.

    There are two further races, only said to be myths. Yet for sake of records, they shall be included with this disclaimer in mind.

    Fireblooded dwarves are said to have been the products of generations of mating with dragons, and partially dragon hence their name. Little is known in our legends, past their draconic heritage.

    Urdunnir are dwarves said to be blessed specially by Dumathoin. They are believed to be grayskinned, yet walk in the favor of the Mordinsamman, and able to walk through the stone itself.

    Chapter III: Dwarven Society

    Every hold and kingdom is led by a liege. Depending on the size of the hold, it may be a laird, elder or if large enough, a king or queen.
    Each hold has multiple clans, often the hold itself is named after the area, founding clan or leading clan. For example, Thrivaldi is named after the founders, Clan Thrivaldi, while Thunderholme is named for its location and the Thunderhammer ruling clan.

    Dwarven laws, in comparison to humans, are very harsh. Yet they are fair and just, they are laws set down by our divine father, the Soulforger Moradin, and we adhere to them for a structured and orderly society.

    Our punishments can range, we believe in equal status in the eyes of the law. A commoner is equal to a king's son when dwarven law is broken! We do not favor one or the other, we judge and rule as All-Father Moradin would have us render a verdict. Punishment can be one of many things.

    For offenses not worth execution, exile is frequently utilized. The exile can be temporary or permanent depending on nature of the offense. The gravest crimes against dwarvenkind and sins against the Morndinsamman warrant our ultimate punishments.

    That being of being declared a False Dwarf. Reserved only for the utmost treacherous and dishonorable dwarves, it revokes the status of being a dwarf and all rights associated with it. A False Dwarf is shunned from society, and considered lower than duergar and orcs in value. This punishment is never given lightly, for a divine endorsement from the Morndinsamman is required to condemn a dwarf to expulsion from dwarven society!

    Yet, it is possible for a dwarf to regain his honor and place among the Clans. Should a suitable penance be completed and atonement be performed, the offending dwarf can regain his place among society.

    On other subjects, there are two examples of dwarves that excel in specific combat strategies far beyond the average dwarf. One defensive, and the other offensive.

    Offensively, the Kuldjargh (Translated into Common as Axe Idiots) are one of the deadliest warriors in our arsenal. Known as Battleragers, their job is to, as their Common-translated name indicates, charge into the enemy and decimate their ranks. They are often frothing at the mouth when infuriated and often are segregated from the greater community due to their tendencies to lash out and easily riled natures. Yet, a Kuldjargh charge can be far more effective than a frontal assault.

    Defensively, the Defender is as the name indicates, a fierce defensive expert. A line of Defenders can hold against innumerable foes and be far more effective than hand-crafted defensive fortifications. Becoming a Defender is no easy task, however, for a Defender is also a Champion of the Dwarven Race! To obtain such, a dwarf would have to be a staunch champion of our beliefs and go above and beyond upholding them and exemplifying to all what it means to be a Child of Moradin.



  • Chapter IV: Dwarven Honor

    Our honor is our life. We always strive to be truthful, fair and honest in our dealings with others. We do not engage in things such as animation of the dead, usage of bloodstones or entering pacts with unholy outsiders.

    Nor do we do things that bring shame to the Morndinsamman and disrespect their teachings or what they stand for. Bringing shame to Moradin and Berronar is the greatest dishonor a dwarf can engage in.

    Chapter V: Dwarven Enemies

    First and foremost, our chief enemy is that of orcs and their half-blooded kindred.

    Dwarven hatred for snouts is only matched by the same kind of disgust that elves reserve for the pigs and their kin. Orcs should be exterminated down to the last one of them, to never allow them the chance to threaten anybody.

    Goblins can count themselves among our enemies. They are filthy vermin that serve orcs often, and death comes to them as well.
    Perhaps equal in our hatred of orcs, we detest evil giants and giantkin. Clangeddin and his faithful prioritize hill giants over the others, yet all evil giants and their allies can find themselves at the sharp end of a dwarf's axe.

    And of course, the filthy traitor duergars can join them, as expected for obvious reasons.

    Chapter VI: Notable Dwarves

    Many adventurer dwarves of Arabel have passed through its walls. Let us record them and look up to them as ideals of the dwarven race, and what our divine parents, Moradin and Berronar, seek from us.

    Arcavius, of Clan Thunderclasp, was a noted mage and apprentice to the self-styled human Archmage Joshua Aldek. Alongside Dorna, of Clan Bouldershot, they led the dwarves of Arabel who were displaced after the Fall of Thunderholme into acquiring the former DeSchurr Estate by leading an adventurer-led assault, driving out the criminals within. The Dwarven Embassy was founded within, providing the then-uncrowned Queen Brita with a base of operations while working to reclaim Thunderholme. Arcavius and Dorna later perished fighting against a cultist cell, destroying a dracolich and earning Clan Thunderclasp a place among the Clans of Thunderholme and themselves an eternal reward by entry into Dwarfhome.

    Aznan, of Clan Ironhouse, was one of the survivors of the Fall of Thunderholme. He became a noted archer, unusual for a dwarf, and devout of Marthammor Duin. During the operations to reclaim Thunderholme, it was determined that awakening a volcano spirit was necessary in order to enable the dwarves of the Embassy to acquire artifacts to fight the Sibilant Shade with. Aznan chose to make the greatest sacrifice a dwarf can make for his community and gave himself to the volcano to satisfy the blood tithe required, empowering artifacts later used to bring an end to the Shade.

    Borin, of Clan Battleborn, was formerly a captive of Underdark forces until he was freed by Price Thifur, of Clan Thunderhammer. In return for his rescue, Borin pledged service to Thifur and fought to further efforts on behalf of the Thunderholme dwarves in reclaiming their lost kingdom, aided in the rescue of Clan Blackforge, and participated in efforts on behalf of Cormyr in Purple Dragon operations such as the invasion of Darkhold, a stronghold maintained by the forces of the human organization known as the Zhentarim. In reward for his loyal service to Prince Thunderhammer, and staunch upholding of dwarven beliefs, Borin was named a Champion of the Dwarven People and later appointed as Captain of the Thunderguard, elite guards of the Queen herself.

    Gegnus, of Clan Backblade, was a scholar enlisted in the Scriptorium of Arabel. Among his many deeds, he aided in locating an ancient Netherese artifact, leading towards the awakening of Bhersken Point and an adventuring companion of the future War Wizard Apprentice, Victoria Coltsbury. He was prolific in his dispersement of knowledge and infamously for his love of gold. It is possible the touch of Abbathor was upon him, yet he is surely welcomed home into Dwarfhome!

    Gunjar, formerly Clanless due to his northern clan being wiped out, came to Arabel to work for the clans of Thunderholme. During his travels and tasks, he, alongside Kuldar the Clanless, located the Statue of Moradin's Paragon, beginning the search for the Paragon still on-going. After numerous adventures, including fighting duergar slavers and reclaiming Thunderholme itself, Gunjar earned a place in Clan Trollslayer while Kuldar departed, perhaps temporarily, to search for the Paragon outside Arabel. Kuldar may be Clanless still as of this writing, yet no Clan should dismiss his presence due to his assistance in the Paragon's search. Later thought to be missing, Kuldar the Clanless, now an elemental blessed with Clangeddin's might, arose in the rescue of the Paragon by Freya, of Clan Farthrow, Barizoir of Clan Caskbreaker and Yurin of Clan Kegjaw, defending their rescue team from a duergar assault and is believed to have perished while slaying every duergar in sight. His sacrifice will not be forgotten!

    Kimli, the Clanless, was a scholar and mage devoted to uncovering the mystery of what happened to the ruins of Thrivaldi. His research proved invaluable to later attempts led by dwarves such as Drogan, also Clanless, and adventurers from Arabel who later reclaimed the ruins of Thrivaldi and the knowledge of Rosegold within it later utilized for Warforged construction. While the two were without clan, undoubtedly any number of clans of Thunderholme would accept them for their devotion to advancing the Dwarven People and the arms of Berronar are open wide to them for their selfless devotion.

    Magcaryn, of Clan Glorygem, was a dwarf from the Thrivaldi Clans who uncovered the scrolls and other documents that showed the then-unknown heritage of Brita Thunderhammer as a contender for the Throne of Thunderholme. As well as aiding in the campaign to solve the mystery of the Ruins of Thrivaldi, she aided in the discovery of the Blackwall of the Thunderpeaks. After her deeds, Magcaryn chose a quiet life furthering dwarven interests.

    Rothgarr, of Clan Thrivaldi, was one of the last remaining dwarves of Clan Thrivaldi with a claim to the throne much like Prince Thifur was to Thunderhammer. His time in Arabel was short, limited to that of attempting to enlist the aid of bickering humans in its then-ruling Council, he departed the region before Thrivaldi was reclaimed. Aside from his claim to the throne, he is remarkable for discovering the lost ruins of Thrivaldi and setting into motion the events that led to its reclaiming.

    Thifur, of Clan Thunderhammer, was the last (at the time) known surviving Thunderhammer with a claim to the Throne of Thunderholme. Alongside Borin, the pair advanced the beliefs of the Morndinsamman and dwarves within Cormyr, gaining Moradin's children considerable power and influence within the region. Due to his proven service, including recovering the Thunderhammer from which Clan Thunderhammer derives its name from, and presenting it to Brita to name her Queen of Thunderholme as well as other deeds remarked in Borin's entry, Thifur was named High Priest of Dumathoin and Consort to the Queen.

    Thurgrimm, of Clan Burzafgar had an unusual career path in serving as an enforcer of human law within the Arabel militia on top of devoting himself to the monastic arts instead of wielding an axe and wearing plate armor. One of his most noteworthy deeds was bringing the wrath of Moradin upon half-snouts allied with a half-orc clan named the Brick Clan, slaying four of them after human law declared them outlaws. He was of great aid during the Reclaimation of Thunderholme, and the search for the Paragon. It should be noted that Thurgrimm was orphaned prior to his pledging of service to Queen Brita and the Arabel Militia, the origin of his Clan Name is unknown.



  • Chapter VII: Dwarf-Friends and Allies of Great Note

    A tome about dwarven history cannot go without mention of those who earned Dwarf-Friend or were otherwise recognized as deep allies of the Clans of Thunderholme due to their actions on behalf of the dwarven people.

    Alisha Leonore, an earth genasi in service to Lord Malcolm Hardcastle, aided the dwarves of Thunderholme in a critical manner. Alisha was key in establishing working agreements with the displaced dwarves. Through her, the dwarves found work in Hardcastle factories, uplifting their spirits and providing us a manner of acquiring gold to support our operations. And it was through her hands that the Thunderhammer was given to Queen Brita, establishing her birthright and claim to the Throne. As the artifact ended up in Queen Brita's hands instead of any other, especially non-dwarven hands, Alisha Leonore should be considered for the status of Dwarf-Friend.

    Bastian Morrow, a human retainer of the former Lord Malcolm Hardcastle, greatly aided the Dwarves of Thunderholme. His actions ranged from assisting in recovery of Rosegold later used to create Warforged and other assistance rendered to Prince Thifur. It is for these actions, he should be nominated for the status, or at least recognized as a solid ally to the dwarves in our time of need.

    Sammie Twigfeller, a halfling, aided the Dwarves of Thunderholme in the search for the Paragon. She was said to have a deep friendship with Queen Brita and Prince Thifur, to the point of demonstrating loyalty in an argument with the Queen by siding with Thifur, impressing her and convincing Queen Brita to agree to marriage to Prince Thifur. She had a long history of aiding the dwarves in Arabel, from the days of Arcavius Thunderclasp to the final push to reclaim Thunderholme from the forces of the Shade. Due to this, she should be nominated for the status of Dwarf-Friend if not already granted such.

    Warrick Diamondhands, a gnome mage, aided the Dwarves of Thunderholme in their campaign to reclaim their home. His assistance during this along with other operations such as awakening the volcano spirits and empowering the artifacts used to slay the Shade, obtaining the Thunderhammer, and assistance with the recovery of Lady Harriet Thrivaldi's ancestral axe. He holds a further distinction of being the only non-dwarven member of the Thunderguard. Warrick perished in the final stages of reclaiming Thunderholme, engaged in battle to destroy the Shade's phylactery. It is for these reasons and more, that Warrick Diamondhands is declared Dwarf-Friend, even if such a status was already granted prior and not officially.

    Wileon Bertson, a halfling member of the Arabel Militia who later became Warden, gave the Dwarven Embassy great legal rights with a newly rewritten lawbook that lasted until recently. This occurred before the Reclamation of Thunderholme, in a time when the Thunderhammer had yet to be reclaimed, and Thrivaldi still tainted. He later perished in an attempt by humans to eliminate a necromancer. For these reasons, he should be nominated for the status of Dwarf-Friend, if not already considered such.

    Chapter VIII: Dwarven Kingdoms

    Shanatar was the greatest kingdom of the shield dwarves, it fell many centuries ago due to treachery from the duergar. We no longer have detailed information upon it, but we know duergar are the reason why! It stretched, the tales say, from the Great Rift, home of the gold dwarves, to the western edges of Calimshan. As we have no surviving maps authentic to Shanatar's true boundaries, we cannot be sure anymore.

    Thrivaldi, the Kingdom of Gold Dwarves, was located deep below what Arabel now stands above. It fell to unknown forces and was cursed to have tormented souls. Later cleansed by adventurers and determined children of Moradin, the ruins are under the control of Thunderholme by divine right of the Morndinsamman.

    Thunderholme, the Kingdom of Shield Dwarves, is located in the Thunder Peaks. One of the richest, and most defensive kingdoms, it was opened in 1372DR after a bloody war against the duergar Clan Bloodaxe. It was ruled from its founding in 820DR to present day by a Thunderhammer. In 1394DR, it fell to forces led by the Sibilant Shade, an undead dragon and was reclaimed in 1395DR by forces under the command of Brita Thunderhammer. It has become the de facto dwarven kingdom in the North due to it being the only remaining one for miles around, and Thrivaldi's ruins being under its control.

    A list of the lieges of Thunderholme follows:
    Korgrymm Thunderhammer (820DR – 988DR)
    Hagrymm Thunderhammer (988DR – 1185DR)
    Colgrymm Thunderhammer (1185DR – 1259DR)
    Thorgrymm Thunderhammer (1260DR – 1379DR)
    Reginalg Thunderhammer (1379DR - 1394DR)
    Brita Thunderhammer (1395DR - Present day)

    Chapter IX: Reference Materials
    Ancient Halls of Thrivaldi
    Darkhold Assault
    Dwarven Embassy
    Kimli the Clanless's Thrivaldi Notes
    The Battle of the Blackened Peaks
    The Calling of the Paragon
    The Reclaiming of Thunderholme's Halls
    The Truth of Thrivaldi, the Tale of the Rose-Gold King
    Thrivaldi's Wards
    Thifur Thunderhammer and the Orcs

    Conclusion

    In viewing this, reader, know what it means to be a dwarf, what it means to be a faithful of the Morndinsamman and what we have sacrificed many times over for Arabel and our people.



  • Librarians,

    Due to recent events, an amended entry has been added to the notable dwarves section. Granted the tome has not been published yet, this is perhaps fortunate for yourselves.

    I thank you for considering this tome.

    Faenor Farthrow


  • DMs

    //will review tomorrow, remind me on discord


  • DMs

    Miss Farthrow,

    The tome is of astonishing quality, a brilliant example of dwarven skills and lore. The library is proud to reward you with 3500 gold for this wonderful tome.

    Signed,
    Head Librarian Sigermane